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Dungeongen: Optionally set ignore to be untouchable to disable floating dungeons
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@ -469,6 +469,8 @@
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# Controls size of deserts and beaches in Mapgen V6
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#mgv6_freq_desert = 0.45
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#mgv6_freq_beach = 0.15
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# Enable/disable floating dungeons and dungeon slices
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#enable_floating_dungeons = true
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# Perlin noise attributes for different map generation parameters.
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# Noise parameters can be specified as a set of positional values:
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@ -292,6 +292,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("water_level", "1");
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settings->setDefault("chunksize", "5");
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settings->setDefault("mg_flags", "");
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settings->setDefault("enable_floating_dungeons", "true");
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// IPv6
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settings->setDefault("enable_ipv6", "true");
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@ -79,14 +79,17 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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// Dungeon generator doesn't modify places which have this set
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vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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// Set all air and water to be untouchable to make dungeons open
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// to caves and open air
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bool no_float = !g_settings->getBool("enable_floating_dungeons");
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// Set all air and water (and optionally ignore) to be untouchable
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// to make dungeons open to caves and open air
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || c == dp.c_water)
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if (c == CONTENT_AIR || c == dp.c_water
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|| (no_float && c == CONTENT_IGNORE))
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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}
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